The Pictopia App Spans Decades of the International Company's Magic
Meghan Young — April 23, 2015 — Life-Stages
References: itunes.apple & kapiawards
The world of Disney is rich with imagination and history, which the Pictopia app helps people immerse themselves in even more. With a strong brand that continues to enamor people of all ages around the world, it's only natural that the Pictopia app would make it on the 2015 Kapi Awards for Best Apps for Older Kids.
Through image-based questions, the Pictopia app allows children to discover fun trivia spanning decades of Disney magic. This is all spurred on with the help of such touchstone characters as Mickey Mouse, Cinderella, Jack Sparrow, Buzz Lightyear, and Elsa. When played on their own or with friends, it provides a great alternative to other trivia games while being easily accessible and convenient to use.
Through image-based questions, the Pictopia app allows children to discover fun trivia spanning decades of Disney magic. This is all spurred on with the help of such touchstone characters as Mickey Mouse, Cinderella, Jack Sparrow, Buzz Lightyear, and Elsa. When played on their own or with friends, it provides a great alternative to other trivia games while being easily accessible and convenient to use.
Trend Themes
1. Disney Trivia Apps - The rise of interactive and educational apps that use popular characters and brands to engage children in digital learning experiences.
2. Image-based Education - The trend towards using images and visual aids to create interactive and engaging educational experiences for children.
3. Gamification of Learning - The use of game mechanics and rewards to increase motivation and engagement in education and learning experiences.
Industry Implications
1. Edtech - The growing industry that focuses on using technology to enhance and transform education in schools and at home.
2. Entertainment - The entertainment industry's opportunity to expand their brand into the education and learning market through gamified educational experiences with familiar characters and brands.
3. Advertising and Marketing - The potential for brands to use gamified educational experiences to effectively and creatively advertise their products and engage with target audiences.
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